Expanded Versions of Street Fighter III: New Generation
3.56 average rating based on 75 ratings
NOTE: this is for the Dreamcast version.
Street Fighter III's 2nd iteration isn't just a new step forward for the Street Fighter III series, it's a step forward for the series in general towards a far more playable and enjoyable system that stands head and shoulders above previous games.
Street Fighter III's story hasn't been changed one bit in between New Generation and 2nd Impact, so see that review to get a lowdown on what's changed in Street Fighter III. As for mechanical and character changes, a few new interesting fighters have arrived - the embarrassingly low tier Hugo, the fair version of Gill (Urien), and the terrifying Akuma (and secret boss Shin Akuma) - a few other additional quality of life changes have been added, including a parry minigame and EX moves that use a portion of meter without going for a full super. A taunt has been added to gain meter, though this is just for show instead of real need during play.
As for what's under the hood? 2nd Impact radically changes input reading on moves, making things like parries actually viable (great to show off with the parry minigame) and things like charge moves now surprisingly …
NOTE: this is for the Dreamcast version.
Street Fighter III's 2nd iteration isn't just a new step forward for the Street Fighter III series, it's a step forward for the series in general towards a far more playable and enjoyable system that stands head and shoulders above previous games.
Street Fighter III's story hasn't been changed one bit in between New Generation and 2nd Impact, so see that review to get a lowdown on what's changed in Street Fighter III. As for mechanical and character changes, a few new interesting fighters have arrived - the embarrassingly low tier Hugo, the fair version of Gill (Urien), and the terrifying Akuma (and secret boss Shin Akuma) - a few other additional quality of life changes have been added, including a parry minigame and EX moves that use a portion of meter without going for a full super. A taunt has been added to gain meter, though this is just for show instead of real need during play.
As for what's under the hood? 2nd Impact radically changes input reading on moves, making things like parries actually viable (great to show off with the parry minigame) and things like charge moves now surprisingly doable. Rarely did I run into a move (read: Akuma's teleport) that I had a particularly hard time pulling off and execution was no longer the issue it was with previous entries. Keeping speed to normal also allowed better engagement with timing/strategy, and matches almost always feel exciting and responsive.
Graphics and music also get one heck of a boost. Jazzy, peppy, and overall polished tunes are a cut above the previous version's soundtracks, and the sketch-like sprites get even smoother and more hand-drawn along with the gorgeous world-spanning stages that lie within. Animation is fluid and helps visualize player movement and move frames.
As an update to New Generation, 2nd Impact is the best in the series so far. Building upon the fundamentals while adding just the right amount of moves and updates to make the game easier to pick up and yet more difficult to master makes for a fun time that all skill levels can jump into. We'll have to see whether this is the best Street Fighter or if 3rd Strike can keep up!